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An Exploration of Collision-based Enemy Morphology Generation

This paper explores three novel approaches to generate enemy morphologies for video games based on player collision information, addressing a gap in procedural content generation. All methods perform comparably or better than an evolutionary baseline adapted from robotics.

SourcearXiv AIAuthor: Johor Jara Gonzalez, Matthew Guzdial

[2606.02832] An Exploration of Collision-based Enemy Morphology Generation

[Submitted on 1 Jun 2026]

Title:An Exploration of Collision-based Enemy Morphology Generation

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Abstract:Despite a great deal of prior research into Procedural Content Generation (PCG), relatively little prior work has explored generating enemies for video games. In particular, there is almost no work on generating enemy morphologies, the basic body plan or collision information for in-game enemies, despite the existence of related morphology generation work in robotics. In this paper, we explore three different novel approaches to generate enemy morphologies based on player collision information. We found that each approach provides different strengths and weaknesses, but all had equivalent or better performance than an evolutionary baseline adapted from prior robotics morphology work.

Subjects:

Artificial Intelligence (cs.AI)

Cite as: arXiv:2606.02832 [cs.AI]

(or arXiv:2606.02832v1 [cs.AI] for this version)

https://doi.org/10.48550/arXiv.2606.02832

arXiv-issued DOI via DataCite (pending registration)

Submission history

From: Johor Jara Gonzalez [view email] [v1] Mon, 1 Jun 2026 19:52:33 UTC (3,620 KB)

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